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xxJohnxx

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Everything posted by xxJohnxx

  1. That is because you are shifting the cockpit view to get to a point which is completly invisible from any normal sitting position. If you shift your view further you will realise there is no belly on the Viggen too, as long as viewed from the cockpit... The 3d modell of the outside of the aircraft is only showing parts that you can normally see from the pilot's position.
  2. Try using takt code 80 0001. Works better than the default which is 80 0002. QFE doesn't really matter except for launch clearance. Once launched, the RB-15 uses it's interal radar altimeter.
  3. 80 0002 doesn't really work reliably at the moment. For now use 80 0001. Also re-arming is bugged.
  4. Try using 80 0001 (confied attack, multi N (1 out of 3), medium search area) as the weapon code entered into TAKT. While testing the RB 15F I found that using 80 0002 would exactly show that 90° turning behaviour you have been describing.
  5. Indeed, E is displayed when you have the T1 Fix Trigger depressed.
  6. I had that in mind for the advanced navigation tutorial. Would be nice if they could add that for the Viggen too!
  7. Grüezi, As Vladinsky pointed out, the Viggen can not carry two types of ground attack amunition at the same time. Only exception are the gunpods.
  8. Can you provide a screenshot of the clipping? I didn't come across any problem like that and I am wondering what you are doing diffrent than me. Also, for what do you even need to use the HUD while shooting the RB 75?
  9. Yeah. I don't think there is even a sensor for the HUD position. Referencing allways worked fine in the lowered positon for me.
  10. Does it happen in the mission I provided for the second mission as well? Sometimes the BX9 waypoint can cause a bit of interference I think. On an unrelated note, got another video for you guys! Using the RB 05A againt ground targets :pilotfly:
  11. Mixing Air-to-Ground weapons is not possible in the real Viggen as it's systems wheren't desinged for it.
  12. AFAIK, the reason for this is not to put nice after burner effects behind a paywall, but instead probably due to performance. If you have a lot of AI aircraft arround, the better looking afterburner flame is probably not worth the increased graphics demand. These "special effects" are only visible on the player controlled aircraft. Isn't this the same for wingtip vortices? Or do AI controlled aircraft also have those?
  13. Didn't know those diagramms where available to public. Very cool! :thumbup: Now it would just be nice to understand Swedish. :cry:
  14. This one is not making any sense though. Setting the QFE doesn't input something new into the system that the aircraft can't meassure locally at the given altitude. The altimeter is making an aproximation (1hpa = 10m) and so could the computer. This shouldn't affect ballicstics calculations in regards to drag/velocity at all. Actually, regarding drag/valocity calculations density altitude would be a much more important factor. And for that QNH would be necessary.
  15. From a mathematical standpoint this is very true. I have had my professional artist draw a picture to have a common reference point we can use for some advanced maths done by my on-site mathematician. Now let's do an analysis of this: The only thing that setting the QFE does is giving us the height h. Without setting the correct QFE we would have the following: The angle a is known thanks to the gyros. The distance d can be meassured by radar. Now we can calculate both, the lenght l and the height h by using maths. [b]h[/b] = sin([b]a[/b])*[b]d[/b]and [b]l[/b] = cos([b]a[/b])*[b]d[/b]So, theoretically, as long as the radar is running and meassuring slant range, there should be no need for setting QFE because there is nothing you can't determin otherwise. However, I am pretty sure LNS did some proper reasearch into the whole target point calculation, so we can safely assume that the real one needed that as well. Now I guess there is a good reason Saab decided to use the altimeter set to QFE. I am just wondering for what?
  16. Look into the view commands. There are plenty of things you can do with the default view system like moving the view point up/down and even saving it there.
  17. Thanks for the info. Fixed it now. :thumbup:
  18. No, it uses the Degrees - Minutes - Seconds format. Lat 41° 45' 11'' N Lon 41° 29' 07'' E The coordinates above have to be entered into the navigation system like this: 412907 414511 It is important to remember to start with LONG first and then LAT after that. That is why the rotary position is called LOLA.
  19. Thank you all for your comments! Means a lot to me! :thumbup: Allready a bit ahead of you on that front. Each youtube video has the .miz file in the description. I will add them to the main post as well though, so people can see the missions while watching from here. :smilewink: :pilotfly:
  20. New video up for you guys: Advanced RB 15F Tutorial Best regards, John
  21. Thanks for all the kind words. :thumbup: I allready replied to your Youtube comment, so just for completion: I do not use any curvature for Roll and Pitch, however, I have set a 20% curvature for the Yaw control. Makes takeoff a bit easier as the nose-wheel bug is makeing it over sensitive. I do use the HOTAS Warthog together with the MFG Crosswind pedals. I also got a new video for you guys: Using the RB 15F Anti-Ship Missile Enjoy! :thumbup:
  22. There seems to be some issues with setting up the RB-15F. - Even if you enter any values, the still seem to be in the "single ship closest to ATP" mode. Probably related to what Fishbreath was writing. - Setting up the BX8 waypoint should set the BX6, BX7 and BX9 waypoint automatically, however it doesn't seem to do so. If you just set the BX8 waypoint, the BX7 waypoint is usually just somewhere else, often totally off. This can prevent launch of the RB-15F. Same seems to be true for the BX6 and BX9 waypoint, though they won't inhabit the launch.
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